Played by multiple players, cooperatively or competitively, locally or remotely.

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0
votes
1answer
40 views

Building a simple bomberman game with Node.js and Socket.io

I'm building this game mostly because I want to experiment with Node.js and Socket.io, and the game is more like a proof of concept. To start with, I have a 2D grid system as the game map. ...
2
votes
2answers
197 views

Handling early/late/dropped packets for interpolation in a 3D multiplayer game

I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this ...
6
votes
2answers
120 views

How do I make voting to kick a “leader” player fair?

My game has many rooms of around 10 people where they compete. It's basically one big guy against the other small 9 people. However, sometimes the one guy will intentionally 'troll' and make for an ...
2
votes
1answer
28 views

Applying the input for the always-moving player in the multiplayer game

I've read several articles published on gambrielgambetta.com, gafferongames.com plus some pages about how Valve handles multiplayer networking in its games but I still can't get it how to implement ...
0
votes
1answer
8 views

iOS game center game is out of sync

I've been building a game center game for iOS and it works great so far. I finally started testing the game and theres (obviously) some latency, which is causing the game to be out of sync. ...
0
votes
0answers
14 views

Xyzzy Open Source? [closed]

Is there anywhere on the web that has an open source version of Pretend Your Xyzzy (Cards Against Humanity). I have been looking for a very long time now and cannot seem to find any working ones.
0
votes
0answers
41 views

Multiplayer game server - enviroment advantages

I am currently in the process of planning out how to program the server of the multiplayer portion of my LOCALLY run game (not a broswer game), and i thought about using TCP sockets to accomplish this ...
1
vote
1answer
2k views

Why can't cross-platform multiplayer games exist?

At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal ...
1
vote
2answers
470 views

Basic Connections Through Socket Server

I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
3
votes
1answer
3k views

Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like ...
1
vote
1answer
3k views

Sending RPC calls from server to client inside Unity

In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server. ...
0
votes
0answers
33 views

Does a game server replicate physics/terrain to validate input/events [duplicate]

I'm starting a pet project to learn more about game development; a basic moba. I know game server design is a loaded topic but I was wondering what all the server handled. You wouldn't want the ...
0
votes
2answers
62 views

Simple mobile multiplayer game. TCP/UDP? [duplicate]

I'm tying to dive into multiplayer game programming. The game is quite simple, it's a 2D scroller mobile game, the player need to touch the screen in order to move 1 step and it could contain up to 4 ...
1
vote
1answer
215 views

In PHP, how do I implement multiplayer “rooms” for a turn-based game?

I'm working on a multiplayer checkers game. I want to let players choose another connected player and invite him to play. I have a working game engine and rendering, but I'm stuck on the multiplayer ...
0
votes
0answers
23 views

setting up data exchange in game center

I just set up a game center game where 2 people can do matchmaking. Everything is working great but there are times when the movement gets laggy. Currently I'm sending data to the other player from ...
0
votes
1answer
221 views

How to make unitypackage from allseen alliance's android sdk?

Im making an offline multiplayer for Android device by Unity and I found only one way to do this is the allseenalliance sdk. After download its from here I found that to use it I need to create an ...
2
votes
0answers
32 views

Facebook data exchange for mobile games (multiplayer)

A multiplayer mobile game that we are working on connects players through Google Play and Game Center but we would also like to add an option to play with your Facebook friends and here's the ...
0
votes
0answers
31 views

Unity Photon Networking - Cant understand OnPhotonSerializeView

in all tutorials I see that an object sends data over the network and receives the data for sync in the same method: Code (csharp): void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo ...
8
votes
1answer
1k views

How do I create a simple RPG game server? [closed]

I'm working on a Sprite Kit game. I'd like to make it a true multiplayer game, by which I mean that each person joining the game has their own camera. I've seen tutorials on multiplayer games where ...
0
votes
1answer
11 views

SQLite Query from unknown table based on known column value single query

I'm working on a database to back up my online TCG. It's currently SQLite, but I'm going to transition it to a MySQL database later. Currently, I have three distinct types of cards with their own ...
-2
votes
1answer
100 views

How to make a 2d shooter game interesting? [closed]

Im asking what can i implement in a online multiplayer 2d shooter to make it more interesting the idea i have(i know how to make it) doesn't seem so fun what can i add to a lastman standing 2d shooter ...
-1
votes
2answers
246 views

How to pass a turn to AI and draw its move in a game?

I am writing a simple game for 2 players, where they have to make turns after each other (select a few objects to remove from the screen) and press "End turn" at the end to pass the turn to another ...
3
votes
2answers
88 views

Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward ...
11
votes
4answers
2k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
0
votes
1answer
108 views

Android multiplayer via bluetooth [closed]

How do I transfer game commands between 2 android devices via bluetooth first of all is possible to do this??If possible then someone please help in doing so.Thank u
2
votes
2answers
10k views

Creating offline multiplayer Android games with Unity

Is it possible to create offline multiplayer Android games with Unity (played over bluetooth/ wi-fi)? If so, then I would like to create a 2 player game prototype, containing a single room (empty ...
0
votes
0answers
34 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
2
votes
0answers
73 views

hosting a windows game on a linux server [closed]

there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...
0
votes
0answers
36 views

xna multiplayer movement

So I have a tcp sockets network setup with the ability for clients to connect to the server. I'm currently trying to do movement. And iv discovers that tcp is terrible for sending out the x and y ...
2
votes
0answers
66 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each ...
0
votes
1answer
120 views

What is the correct approach to implement multiplayer in a game? [duplicate]

I'm developing a game and it is intended to be a multiplayer game. I have experience in writing servers and clients in Java, but the game is written in C++. The server will be written in Java for ...
3
votes
0answers
1k views

Use “Google Play Game Services” (Multiplayer feature) with LibGDX [closed]

I'm developing a simple game (for Android, using LibGDX Framework) and I would like to implement multiplayer feature to it. So, since the main project with the logic of the game in LibGDX is separated ...
-2
votes
1answer
138 views

How do I have a player also be a server? [Unity 2d]

I'm trying to make a game in Unity 2D, and I need a player to be a host because I can't afford dedicated hosting. Each client will have files that the server (and other clients) need to be able to ...
1
vote
0answers
51 views

Network architecture for high-traffic multiplayer [closed]

What are the pros and cons of P2P and client-server network architectures for high traffic multiplayer game? What is the best architecture for lag free multiplayer? I think that P2P will be less ...
8
votes
4answers
2k views

Simplest most effective way to rank and measure player skill in a multi-player environment?

I know of the Truskill algorithm, it's quite complex but effective. My question is there other algorithms/methods to determine a players skill for accurate measuring for multi-player competitive ...
0
votes
0answers
74 views

KryoNet/Multiplayer Basic Design Questions

I am building a simple turn-based multiplayer Android game that resembles chess a bit. I'm using KryoNet for the multiplayer. The only thing I got working so far is the login server and game ...
-2
votes
2answers
121 views

Multithreaded or Thread pooled server for real time multiplayer games? [closed]

So if the Thread pool handles 10 players out of 100 per second, this could make a delay that will be no good for real-time games, so as I see it that MultiThreaded will be better, thus it will handle ...
0
votes
0answers
14 views

Generating in game resources at given time intervals [duplicate]

I am building an online multiplayer game in which the users gain some type of resource based on their stats from time to time, let's say once per minute they gain 100 resources each. My question would ...
0
votes
1answer
63 views

Validating User Actions on the Server

I am currently working on a networked first person shooter. I have created a server implementation that can synchronize player data. But while implementing a damage system, I realized that I almost ...
1
vote
3answers
330 views

Basic multiplayer matchmaking implementation

I am currently writing a matchmaking server application for a 5vs5 UDK game. Here is the scenario on which I built my code: The player starts the game and authenticate The player clicks an huge ...
0
votes
0answers
92 views

How to smoothly display opponents in realtime multiplayer game

I'm implementing a small-scale multiplayer racing game. As of right now, the client sends updates to the opponents on a fixed interval (or as fast as possible), containing location on the map etc. ...
2
votes
2answers
2k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
0
votes
0answers
316 views

Android Studio libgdx multiplayer

Does anyone know if it's possible to setup a multiplayer game using libgdx in Android Studio? I've been trying to convert my game to multiplayer using all kinds of tutorials on libgdx & ...
0
votes
3answers
295 views

Game Networking: Client request or Server Sending

I'm trying to implement a basic client-server setup for my game. But what confused me was how I would approach sending updates. Would I do: Server has a tickrate, let's say at 20ms. Each tick would ...
0
votes
1answer
109 views

How do I create a server for an existing game I don't have the source for?

I was wondering if it is possible to create a dedicated game server for a game that already exists and you don't have access to. For example, a game on Steam that only allows multiplayer through ...
8
votes
2answers
260 views

How important is a single-player mode in a 2-player game?

So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available). Let's say there's also a social-aspect to the meta-game, so let's say ...
5
votes
5answers
542 views

How do you get a multiplayer-only game to reach critical mass?

Say you have a multiplayer-only game in which players are randomly paired head-to-head against a random online player... How do get such a beast off the ground? You need enough players online at ...
43
votes
10answers
8k views

How to detect and prevent abuse (botting) of online game API?

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...
4
votes
4answers
571 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
25
votes
14answers
4k views

How to implement “bullet time” in a multiplayer game?

I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow ...